Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 47 48 [49] 50 51 ... 301

Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 393516 times)

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #720 on: April 22, 2017, 10:27:39 pm »

I thought it was quite clear that our lances were being destroyed by our own anti magic charms.

Roboson

  • Bay Watcher
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #721 on: April 22, 2017, 10:30:28 pm »

I thought it was quite clear that our lances were being destroyed by our own anti magic charms.

Uhhhh no. Nowhere does it say that and our calvary doesn't even have anti-magic charms.
Logged

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #722 on: April 22, 2017, 11:51:36 pm »

Combat for 923

The jungle is plunged into freezing temperatures this year.

Plants begin to wither and die as freezing rains douse the undergrowth in the summer and snow thinly blankets the land in the winter for the first time in thousands of years.  The inclement weather falls mostly on our own troops due to the cursed Moskurg weather control, but our men are delighted to see the snow after years of being deployed in the hot, humid jungle.  A snowball fight breaks out on the first snowfall of the year, but the commanders quickly put a stop to that.  It wouldn't do to be fooling about with snow when Moskurg attacks, after all.  Despite this stance, a snowman appears outside of the officers tents and remains there for as long as the snow lasts.  The freezing rains receive a less-enthusiastic welcome than the snow - especially considering it rains on our half of the jungle exclusively year-round.  Still, the Moskurgs who are even less acclimated to the cold than we are will find it an unpleasant surprise during their assault.

Our skirmishes find more success during the winter than they do in the summer.  Despite it being nice and dry in Moskurg territory, their soldiers huddle together and curse the cold that seeps across the border into their encampments.  We take advantage of this lapse in attention to launch a few surprise attacks, gaining some success.  Our men tend to shed their plate armor for these attacks for extra stealth, creeping close in the freezing dark before lighting them up with fireballs and brutal swings from their axes.  Moskurg returns the favor in kind - their light calvary charges into our encampments in the dead of night, leaping through our crystal caltrops without stumbling.  They seem to have given up lulling our men to sleep in favor of flat-out surprise attacks.  It's infuriating as we can't figure out exactly how they've surpassed our caltrops.  Perhaps the spellwork they've weaved last year to dispell our crystal weapons has somehow become more mobile?  The end result is that both sides do terrific damage to one another.

In main combat we've begun noticing a few of their wizards wielding long, ivory staffs in select areas.  These locations seem to be where our crystal weapons vanish into thin air; our calvary troops have abandoned their crystal lances entirely, and officers carry a broadsword as back up with their crystal axes.  With this change their crystal-dispelling magic isn't as effective - it is nice to note, however, the wizards wielding the ivory staffs make lovely targets for our anti-mage troopers.  They're shot dead wherever they appear.  Additionally, our broadswords are extra effective against their unarmored troops when used.  Some of our men still prefer axe and shield in the dense undergrowth (which is growing less dense as the Tower of Frost does its work) but we're dealing tremendous damage.

Moskurg offensives occur almost entirely during the summer, when the clouds cooperate and allow lightning to be called down from above.  They've taken on a new tactic for their assaults as well.  The mages wielding staffs do their best to get in range of our wizards, and when they do our mages see fireballs fizzle out on their fingertips.  This is only a temporary problem, however - the ivory staffs are very noticeable, and the users are very vulnerable to arrows.  That, coupled with the ease at which broadswords cleave through unarmored troops, sends Moskurg soldiers fleeing soon after each attack.  A cheer goes up from our men as we force Moskurg back and take a section of the jungle from them.  The tower is disassembled and rebuilt closer to the front lines, emboldening our troops.  It's about time we caught a break!

Spoiler: Wizard Battle (click to show/hide)

The Theatre Commander is pleased with our progress.  He commends the increased supply of broadswords and is already thinking of ways to use the Tower of Frost, which up until this point had seemed useless.  Perhaps you could design a giant fireball that blasts down on Moskurg troops?  Or better yet, attach wheels to the base and let us wheel the frightening, massive tower into their battlelines like a giant mobile castle.


Arstotzka gains ground in the jungle.


With no new advancements to be used on the seas, neither side makes advancements here.

The Theatre Commander once again complains of the how difficult it is to catch those cowardly Moskurgs - surely if we could match their speed, we would win with our superior firepower.

Neither side makes coastal gains in the Western Sea.


Revision Credit!!!  Reports from the field are especially poor this year.  We know that Myark and al-Mutriqa met in the chaos of the jungle, and that al-Mutriqa was wounded and escaped, but the details of the conflict are unclear.  Our commanders are frustrated with the lack of information, especially since Myark seems unwilling to discuss the encounter.  Please interview witnesses on the battlefield and compile a report of exactly what occurred.  Whichever side has the most well-documented version of the incident - regardless of how conflicting the reports are - will gain a revision credit for the next year.


It is 924, the Design Phase.

Spoiler: State of Forenia, 924 (click to show/hide)

Spoiler: Arstotzkan Elite Units (click to show/hide)
Spoiler: Arstotzkan Spells (click to show/hide)
« Last Edit: April 24, 2017, 02:45:02 am by evictedSaint »
Logged

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #723 on: April 23, 2017, 12:20:50 am »

EDIT: I did not specify that Moskurg lost ground in the jungle.  That is the case.  The jungle is now 2/4 Moskurg to 2/4 Arstotzka.

stabbymcstabstab

  • Bay Watcher
  • OW SNAP!
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #724 on: April 23, 2017, 12:51:44 am »

So staffs are a thing, Maybe we should design Staff of Webs: A long metal staff with a sizeable quartz crystal on top that can cast our Webs spell cheaper and quicker.
Logged
Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #725 on: April 23, 2017, 01:11:32 am »

Any idea what the current troop distribution is, or do we no longer do that anymore?

Anyway, webs are useless due to Moskurgs anti-magic. They'll just dissappear.
« Last Edit: April 23, 2017, 01:13:54 am by 10ebbor10 »
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #726 on: April 23, 2017, 01:25:55 am »

Anyway, we have fireballs, steel, and we need our boats to go faster. That's an interesting combination.

Steam Power This system consists of a steel chamber, within which an inscribed spell causes a fire to burn permanently. Water entering the chamber flashes to steam then powers the boat forwards as it rushes out

Alternatively, we could just do this.

Long Range Spellcasting : Throw spells from further away, outside the range of any anti magic fields. Burn a boat sails as it approaches, cover the Moskurgian lines in freezing frost, stuff like that.

Or this

Anti-Magic bolts : Arrows, equipped on the tip with a small anti-magic crystal. They can cut through the wind that Moskurgians use to protect their lines, stilling enemy magic in the area. Flaws reintroduced from the old charms ensure that the crystals overload explosively after a short period.
Logged

andrea

  • Bay Watcher
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #727 on: April 23, 2017, 01:49:49 am »

I like the steam power one.
Sadly crystal hulls are probably out now and we will nevel see crystalclad ships, but we need to regain advantage at sea. ALso, that steam engine will help hide our ships in mist and fog, it seems.

While we went for antimagic fields, it seems the are focusing on dispelling. I wonder if we can train our wizards to improve concentration/caster checks. ( can't remember which one, if any, lets you resist a dispell). We do have an academy...

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #728 on: April 23, 2017, 02:02:11 am »

Any idea what the current troop distribution is, or do we no longer do that anymore?

It's now abstracted out.  You currently have "Most of Army" allocated to the jungle.

Roboson

  • Bay Watcher
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #729 on: April 23, 2017, 02:49:17 am »

I'm also for fireball powered steam engine. We have the metal for it, and our streamlined fireball would be perfect for it.
Logged

andrea

  • Bay Watcher
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #730 on: April 23, 2017, 03:46:33 am »

Wall of fire may be a better basis, since it involves continuous rather than pulsed emission of heat.
Anyway, the actual spell will probably be customized and we have all the experience we need.

stabbymcstabstab

  • Bay Watcher
  • OW SNAP!
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #731 on: April 23, 2017, 09:29:45 am »

IT's not a bad Idea and I'll support it.


Also would or webs disappear? since aren't they just a giant mass of non-magical spider webs we just summoned?


Also Orders: Have our elite unit go out and capture several of these staffs from enemy mages. since if we can capture and rework them into our arsenal we can gain a quite bit. It's also much safer then trying to capture one of their mages.
Logged
Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Azzuro

  • Bay Watcher
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #732 on: April 23, 2017, 09:42:25 am »

I like the steam power one.
Sadly crystal hulls are probably out now and we will nevel see crystalclad ships, but we need to regain advantage at sea. ALso, that steam engine will help hide our ships in mist and fog, it seems.

While we went for antimagic fields, it seems the are focusing on dispelling. I wonder if we can train our wizards to improve concentration/caster checks. ( can't remember which one, if any, lets you resist a dispell). We do have an academy...

I think the AAAA is more the magical equivalent of "universal primary education" rather than "university". We could build upon it, though, perhaps picking out the brightest apprentices for extra training.

Quote
Staff of Webs: 0
Steam Power: 4; Azzuro, andrea, Roboson, stabby
Long Range Spellcasting: 0
Anti-Magic Bolts: 0

Logged

United Forenia Forever!

RAM

  • Bay Watcher
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #733 on: April 23, 2017, 01:25:41 pm »

Also Orders: Have our elite unit go out and capture several of these staffs from enemy mages. since if we can capture and rework them into our arsenal we can gain a quite bit. It's also much safer then trying to capture one of their mages.
I am going to all sorts of nope to this as it would tick off the G.M. who doesn't like espionage. Well, that is, I am not actually voting against it, but I assume that it will only annoy the G.M.... I would however like to see us doing something similar to discern exactly what it is. It seems that it is a general-purpose disruptor of magic as it appears to affect not only magic constructs but also magic in progress, and not only crystal-based magic but fire too. This makes it inherently opposed to all our spells and a massive threat in all ways. But something along the lines of leaving a nice shallow cave somewhere nice and isolated, throwing a few injured Mosskurgers in there, chasing an enemy mage into the vicinity, and then testing all our spells against them while the fool believes they are performing some sort of desperate final stand to save their compatriots, right up until they get an arrow to the knee, and heart, and head, and everywhere else too...

But as stated, I don't think we need this anymore, it seems to be universal death-to-magic.
antiantimagicmagic
 Apply mathemagics to our magics and our antimagic so our antimagic ignores one magic so we can magic while we antimagic.
 Or, more precisely, we use mathemagics to a crystal so that it not only allows the casting of a specific spell but specifically drains foreign magic from that one spell. The focus of this would be to make our spells immune to magical disruption while within the range of a specialist antimagic crystal. I would further like to reduce the value of gems required by limiting the magical absorption effect to just the spell being cast. Essentially, this would create an antimagic effect that mimics the shape of a known spell and removes any magic not associated with that spell. It would be nice if this would also provide an antimagic field to the wizard, but that would be too expensive to be widely fielded.

 This could be revised into further manipulation of the magical absorption field. To make cheap fields that conformed exactly to a summoned crystal construct, or expansive fields to block out a larger area with antimagic arrows. There is just so much that is possible when Mathemagical Fields are Fear-y.

Flame-jewel
Named for its appearance, which is safely behind our ships, out of range of the keggers... It is a three-piece combined magic. The first piece is a crystal tube with one or two narrow necks and a sturdy basket on the rear facing of each neck, along with a wedge to allow it to push itself into place inside similar wedges located under our ships. The second is a crystal stopper or two shaped to fit in the necks and remain in the baskets. The third is a rapidly repeating minor fireball between the two necks. These are all bound to a single gem which is used to ease casting and coordination of the simultaneous magicks.

The pressure of the fireball forces the interior stopper to be pressed against the neck and the exterior to be pushed away, forcing whatever substance is inside it to be forced out of the open rear. After the fireball subsides, there is again room for more substance to do so, which it promptly does so with force, pushing the external stopper against its neck and forcing the substance to be pulled in from the front. This creates a single direction of flow, pushing the ship forwards, and can thaumoretically work in both water and air...

Fair-day cage
An intricate metal box formed of untold thousands of subtle wire patterns, studded with innumerable gems and intricate spell-work. It accumulates the weather-based desires of all the surrounding soldiers and uses them to summon forth their ideal weather conditions, which typically involve the absence of lightning... national effort wish-granting magic

Spoiler (click to show/hide)
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Andres

  • Bay Watcher
    • View Profile
Re: Wands Race - [Arstotzka]
« Reply #734 on: April 23, 2017, 01:40:56 pm »

Angel summoning ritual: By sacrificing captive Moskurgs in a ritual that is both magical and spiritual in nature, one may summon powerful servants of the gods, beings pure of heart and filled with righteousness, to destroy still-living Moskurgs from above with holy fire.

Quote
Staff of Webs: 0
Steam Power: 4; Azzuro, andrea, Roboson, stabby
Long Range Spellcasting: 0
Anti-Magic Bolts: 0
Angel Ritual: Andres

Glory to Arstotzka.
Logged
All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.
Pages: 1 ... 47 48 [49] 50 51 ... 301